The World of Synnibarr (sometimes referred to simply as Synnibarr) was a multi-genre role-playing game published by Wonderworld Press and written by Raven c.s. McCracken.[1][2] A second edition of the game, co-written by Bryce Thelin, was published in 1993. It is noted largely for its exceptionally complex design.[3] However, the game has since developed a "cult following" and is considered one of the earliest "complete science fantasy/fiction RPG in one book, where every possible situation is covered."[4]

The game features an unusual amount of variety in play. It combines elements of fantasy, science-fiction, super-hero and other genres and does occasionally lend itself to power gaming.[5]

A third edition of the game (tentatively known as Synnibarr Invicta) is in the final stages of completion and is expected to be released in 2014.

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Synnibarr is actually Mars 50,000 years in the future, hollowed out and turned into a spaceship to take humanity to a safe place after the Earth had been destroyed. Civilization is beginning to be rebuilt after a series of disasters and technology is practiced as a religion. Synnibarr is also noted for bizarre monsters, including the Giant Mutant Fire Clam and the Flying Grizzly (capable of shooting laser beams from its eyes). Guilds and organizations play a major role in the Synnibarr 'Worldship'. Mortals are often able to interact with immortals, demi-gods and even the gods themselves.

Most rolls are of percentile dice (d100) though some are additive while others use a roll-under mechanic. The third edition game mechanic replaces the previous percentile system with a streamlined skill-based system, where resolve and experience create cogency levels that are pitted against opposing cogency levels for determining results.